Maintenance: Second pass: name remaining numeric switch case labels (identifier-only; no code change). ~3,500 more labels across 150
Batch #14936 by ragnarok-clanker: no function's compiled code changes; checked with 158 compiled unit(s), including every includer of Source/Client/Mode/GameModeEnums.h, Source/Client/Mode/ModeMessage.h, Source/Contents/Actors/ActorEnums.h, Source/Contents/Actors/PetEnums.h, Source/Contents/Combat/CombatTypes.h, Source/Contents/Configuration/ServiceEnums.h, Source/Contents/Effects/EffectPrimId.h, Source/Contents/Hotkeys/InterfaceHotkey.h, Source/Contents/Items/ItemId.h, Source/Contents/Items/ItemType.h, Source/Network/Packets/ModeResultEnums.h, Source/Network/Packets/NoticeEnums.h, Source/Network/Packets/PacketId.h, Source/UI/Window/UIEnums.h, Source/UI/Window/WindowId.h.
This commit is contained in:
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71559e0fc0
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159 changed files with 5409 additions and 3560 deletions
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@ -1,4 +1,5 @@
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#include "Contents/Effects/EffectPrimitiveMotion.h"
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#include "Contents/Effects/EffectPrimId.h"
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#include "Client/Application/ErrorDialog.h"
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#include "Render/DeviceContext/DCSurface.h"
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#include "Client/Mode/CGameMode.h"
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@ -7988,12 +7989,12 @@ bool CEffectPrim::OnProcess() {
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}
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switch (this->state.count) {
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case 0:
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case PP_2DTEXTURE:
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if (this->state.slots[0].life < 98 && g_updateTick == 0) {
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return true;
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}
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break;
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case 16:
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case PP_3DCROSSTEXTURE:
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if (this->state.slots[0].life != 99 && g_updateTick == 0) {
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return true;
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}
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@ -8005,14 +8006,14 @@ bool CEffectPrim::OnProcess() {
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case 32:
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case 35:
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case 60:
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case 68:
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case PP_ASURACASTING:
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case 99:
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case 104:
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case 105:
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case 106:
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case 108:
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case PP_FLOWERCAST:
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case 109:
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case 111:
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case PP_SOULPARTICLE:
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case 130:
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case 131:
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case 132:
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@ -8038,17 +8039,17 @@ bool CEffectPrim::OnProcess() {
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}
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switch (this->state.count) {
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case 0:
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case 2:
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case PP_2DTEXTURE:
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case PP_2DQUAD:
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if (!this->Move2DPrimitive()) {
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return false;
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}
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break;
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case 15:
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case 16:
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case PP_3DTEXTURE:
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case PP_3DCROSSTEXTURE:
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this->MoveEffectPrimitive();
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break;
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case 1: {
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case PP_2DTEXTUREORBIT: {
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this->state.orgPos.x = this->state.deltaPos2.x + this->state.master->state.tlvertX;
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this->state.orgPos.y = this->state.deltaPos2.y + this->state.master->state.tlvertY;
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this->state.radiusSpeed = this->state.radiusAccel + this->state.radiusSpeed;
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@ -8076,7 +8077,7 @@ bool CEffectPrim::OnProcess() {
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}
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}
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} break;
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case 3: {
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case PP_2DFLASH: {
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this->render.position.x = this->state.deltaPos2.x + this->state.master->state.tlvertX;
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this->render.position.y = this->state.deltaPos2.y + this->state.master->state.tlvertY;
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@ -8103,7 +8104,7 @@ bool CEffectPrim::OnProcess() {
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this->state.arcAngle = this->state.widthSpeed + this->state.arcAngle;
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this->state.ProcessAlpha();
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} break;
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case 4: {
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case PP_2DCIRCLE: {
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this->render.position.x = this->state.deltaPos2.x + this->state.master->state.tlvertX;
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this->render.position.y = this->state.deltaPos2.y + this->state.master->state.tlvertY;
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this->state.radiusSpeed = this->state.radiusAccel + this->state.radiusSpeed;
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@ -8117,7 +8118,7 @@ bool CEffectPrim::OnProcess() {
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this->state.ProcessAlpha();
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} break;
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case 5:
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case PP_3DPARTICLE:
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if (!this->Prim3DParticle()) {
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return false;
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}
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@ -8127,17 +8128,17 @@ bool CEffectPrim::OnProcess() {
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return false;
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}
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break;
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case 6:
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case PP_3DPARTICLEGRAVITY:
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if (!this->Prim3DParticleGravity()) {
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return false;
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}
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break;
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case 7:
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case PP_3DPARTICLEORBIT:
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if (!this->Prim3DParticleOrbit()) {
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return false;
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}
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break;
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case 8:
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case PP_3DPARTICLESPLINE:
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this->Prim3DParticleSpline();
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break;
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case 9:
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@ -8173,13 +8174,13 @@ bool CEffectPrim::OnProcess() {
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this->render.position.z = this->state.deltaPos.z + this->state.orgPos.z;
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this->state.ProcessAlpha();
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} break;
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case 12:
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case PP_3DCIRCLE:
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this->Prim3DCircle();
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break;
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case 13:
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case PP_3DCYLINDER:
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this->Prim3DCylinder();
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break;
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case 14: {
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case PP_3DSPHERE: {
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this->state.orgPos.x = this->state.master->render.position.x + this->state.deltaPos2.x;
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this->state.orgPos.y = this->state.master->render.position.y + this->state.deltaPos2.y;
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this->state.orgPos.z = this->state.master->render.position.z + this->state.deltaPos2.z;
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@ -8191,10 +8192,10 @@ bool CEffectPrim::OnProcess() {
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this->state.longitude = this->state.longSpeed + this->state.longitude;
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this->state.ProcessAlpha();
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} break;
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case 18:
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case PP_3DCYLINDERHALF:
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this->Prim3DCylinderHalf();
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break;
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case 19: {
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case PP_3DFLASH: {
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this->render.position.y = this->state.deltaPos2.y + this->state.master->state.tlvertY;
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this->render.position.x = this->state.deltaPos2.x + this->state.master->state.tlvertX;
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@ -8221,8 +8222,8 @@ bool CEffectPrim::OnProcess() {
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this->state.heightSize = this->state.heightSpeed + this->state.heightSize;
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this->state.ProcessAlpha();
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} break;
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case 10:
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case 11: {
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case PP_3DSPLINE:
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case PP_3DSPIRAL: {
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this->state.orgPos.x = this->state.master->render.position.x + this->state.deltaPos2.x;
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this->state.orgPos.y = this->state.master->render.position.y + this->state.deltaPos2.y;
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this->state.orgPos.z = this->state.master->render.position.z + this->state.deltaPos2.z;
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@ -8248,12 +8249,12 @@ bool CEffectPrim::OnProcess() {
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case 20:
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this->render.position.y = this->render.position.y + 5.0f;
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break;
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case 21:
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case PP_3DPARTICLE_NOMASTER:
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if (!this->Prim3DParticleNoMaster()) {
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return false;
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}
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break;
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case 22:
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case PP_3DTEXTURE_NOMASTER:
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if (!this->Prim3DTextureNoMaster()) {
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return false;
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}
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@ -8323,16 +8324,16 @@ bool CEffectPrim::OnProcess() {
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case 25:
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this->UpdateFireWall();
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break;
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case 65:
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case PP_3DCASTING_4:
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this->Prim3DCasting4();
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break;
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case 107:
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case PP_3DCASTING_5:
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this->Prim3DCasting5();
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break;
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case 108:
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case PP_FLOWERCAST:
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this->PrimFlowerCast();
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break;
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case 118:
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case PP_ACIDDEMON:
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this->PrimAcidDemon();
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break;
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case 73: {
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@ -8382,7 +8383,7 @@ bool CEffectPrim::OnProcess() {
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}
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}
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} break;
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case 68:
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case PP_ASURACASTING:
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this->PrimAsuraCasting();
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break;
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case 147:
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@ -8515,7 +8516,7 @@ bool CEffectPrim::OnProcess() {
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case 135:
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this->PrimTrailShift();
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break;
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case 102:
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case PP_ELECTRIC2:
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this->PrimElectric2();
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break;
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case 146:
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@ -8525,7 +8526,7 @@ bool CEffectPrim::OnProcess() {
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case 110:
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this->PrimPulsingColumns();
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break;
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case 61:
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case PP_GUARD:
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this->PrimGuard();
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break;
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case 104: {
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@ -8632,7 +8633,7 @@ bool CEffectPrim::OnProcess() {
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slot.vecTNow.z = g_sinTable[angle];
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}
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} break;
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case 76:
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case PP_SAINTWING:
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this->PrimSaintWing();
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break;
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case 77: {
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@ -8656,7 +8657,7 @@ bool CEffectPrim::OnProcess() {
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}
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}
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} break;
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case 91:
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case PP_SPHEREWIND2:
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this->PrimSphereWind2();
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break;
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case 78: {
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@ -8703,7 +8704,7 @@ bool CEffectPrim::OnProcess() {
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}
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}
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} break;
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case 62:
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case PP_WIND:
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this->PrimWind();
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break;
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case 63:
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@ -8774,13 +8775,13 @@ bool CEffectPrim::OnProcess() {
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case 130:
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this->PrimDriftingSquares();
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break;
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case 27:
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case PP_MAPPARTICLE:
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this->PrimMapParticle();
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break;
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case 115:
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this->PrimParticleSpread();
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break;
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case 111:
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case PP_SOULPARTICLE:
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this->PrimSoulParticle();
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break;
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case 155:
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@ -8835,10 +8836,10 @@ bool CEffectPrim::OnProcess() {
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case 151:
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this->PrimSpiralFade();
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break;
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case 96:
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case PP_PEONGUP:
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this->PrimPeongUp();
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break;
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case 94:
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case PP_PEONG:
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this->PrimPeong();
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break;
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case 80:
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@ -8907,7 +8908,7 @@ bool CEffectPrim::OnProcess() {
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case 31:
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this->PrimWaveSpin();
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break;
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case 34:
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case PP_GI_3:
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this->PrimGI3();
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break;
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case 36: {
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@ -9080,7 +9081,7 @@ bool CEffectPrim::OnProcess() {
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case 137:
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this->PrimHeightRamp();
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break;
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case 66:
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case PP_FOREST:
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this->PrimForest();
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break;
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case 129:
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@ -9303,7 +9304,7 @@ bool CEffectPrim::OnProcess() {
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case 90:
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this->PrimFadingColumns();
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break;
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case 43:
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case PP_INTIMIDATE:
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this->PrimIntimidate();
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break;
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case 44:
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@ -9448,7 +9449,7 @@ bool CEffectPrim::OnProcess() {
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case 122:
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this->PrimSTIN3();
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break;
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case 125:
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case PP_STIN4:
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this->PrimSTIN4();
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break;
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case 126: {
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@ -9502,7 +9503,7 @@ bool CEffectPrim::OnProcess() {
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}
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}
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} break;
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case 120:
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case PP_SMA:
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this->PrimSMA();
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break;
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case 121:
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@ -9583,7 +9584,7 @@ bool CEffectPrim::OnProcess() {
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return false;
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}
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break;
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case 38:
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case PP_LINELINK:
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this->PrimLineLink();
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break;
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case 69: {
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@ -9635,10 +9636,10 @@ bool CEffectPrim::OnProcess() {
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case 33:
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this->PrimFieldFireflies();
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break;
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case 123:
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case PP_TWILIGHT:
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this->PrimTwilight();
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break;
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case 52:
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case PP_POKJUK:
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this->PrimPokJuk();
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break;
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case 35:
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@ -9733,10 +9734,10 @@ bool CEffectPrim::OnProcess() {
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}
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}
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} break;
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case 40:
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case PP_SAKURA:
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this->PrimSakura();
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break;
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case 124:
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case PP_KOUENKA:
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this->PrimKouenka();
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break;
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case 46: {
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@ -9759,7 +9760,7 @@ bool CEffectPrim::OnProcess() {
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this->ShiftSegment();
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this->AnimMotion();
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} break;
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case 84:
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case PP_GHOST:
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this->PrimGhost();
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break;
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case 152:
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@ -9771,7 +9772,7 @@ bool CEffectPrim::OnProcess() {
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case 168:
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this->FollowMasterAndAdvance();
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break;
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case 85:
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case PP_SUPERANGEL:
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this->PrimSuperAngel();
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break;
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case 81: {
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@ -9801,19 +9802,19 @@ bool CEffectPrim::OnProcess() {
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}
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}
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} break;
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case 42:
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case PP_SHIELDBOOMERANG:
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this->PrimShieldBoomerang();
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break;
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case 116:
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case PP_SHIELDBOOMERANG3:
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this->PrimShieldBoomerang3();
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break;
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case 97:
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case PP_TANJI2:
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this->PrimTanji2();
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break;
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case 87:
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this->PrimBubbleSwirl();
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break;
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case 127:
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case PP_BUBBLE_DROP:
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this->PrimBubbleDrop();
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break;
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case 89: {
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@ -9891,7 +9892,7 @@ bool CEffectPrim::OnProcess() {
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case 166:
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this->PrimFramePhase();
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break;
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case 58:
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case PP_FIRSTAID:
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this->PrimFirstAid();
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break;
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case 98: {
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@ -9915,16 +9916,16 @@ bool CEffectPrim::OnProcess() {
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}
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}
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} break;
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case 53:
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case PP_THROWITEM:
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this->PrimThrowItem();
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break;
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case 54:
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case PP_CHEMICALPROTECTION:
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this->PrimChemical();
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break;
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case 55:
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case PP_CHEMICAL2:
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this->PrimChemical2();
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break;
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case 56:
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case PP_CHEMICAL3:
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this->PrimChemical3();
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break;
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case 154:
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@ -10019,16 +10020,16 @@ bool CEffectPrim::OnProcess() {
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case 172:
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this->PrimPoison();
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break;
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case 45:
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case PP_TEIHIT2:
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this->PrimTeiHit2();
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break;
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case 59:
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case PP_PARTICLE_UP:
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this->PrimParticleUp();
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break;
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case 136:
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this->PrimRandomSpin();
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break;
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case 47:
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case PP_BOTTOM:
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this->PrimBottom();
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break;
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case 156:
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@ -10040,13 +10041,13 @@ bool CEffectPrim::OnProcess() {
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case 160:
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this->PrimGlowFollow();
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break;
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case 95:
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case PP_EFFECTTEXTURE2:
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this->PrimEffectTexture2();
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break;
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case 141:
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this->PrimRiseFollow();
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break;
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case 128:
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case PP_EFFECTTEXTURE_ANI:
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this->PrimEffectTexture_Ani();
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break;
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case 140:
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@ -10085,10 +10086,10 @@ bool CEffectPrim::OnProcess() {
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}
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}
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break;
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case 48:
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case PP_BOTTOM2:
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this->PrimBottom2();
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break;
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case 49:
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case PP_BOTTOMOUT:
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this->PrimBottomOut();
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break;
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case 51: {
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